Example #1
0
    // Use this for initialization
    void Awake()
    {
        parallax = GetComponentInParent <Parallax>();
        parallax.Initialize();
        CreatePool(pooledPrefabs);

        //Create initial roads
        if (pool.Count > 0)
        {
            for (int i = 1; i <= 2; i++)
            {
                if ((sky && i == 1) || !sky)
                {
                    GameObject toRemove;
                    if (!generateChunk)
                    {
                        toRemove = pool[Random.Range(0, pool.Count)];
                    }
                    else
                    {
                        toRemove     = pool[0];
                        toRemove.tag = "temp";
                    }

                    if (sky)
                    {
                        toRemove.transform.position = spawnLocation.position + new Vector3(-25.6f, 0, 0);
                    }
                    else
                    {
                        toRemove.transform.position = spawnLocation.position + new Vector3(-11.5f * i, 0, 0);
                    }

                    toRemove.SetActive(true);

                    parallax.Tiles.Add(toRemove.GetComponent <TileScroll>());

                    pool.Remove(toRemove);
                }
            }
        }
        if (!sky)
        {
            GetObject();
        }
    }
Example #2
0
    private void Initialize()
    {
        _spawnTimer                = 0;
        _spawnDelay                = _config.EnemySpawnDelay;
        _levelUpTimer              = _config.LevelUpTimer;
        _score                     = 0;
        _currentLevel              = 0;
        _enemies                   = new List <IEnemy>();
        _playMode                  = true;
        _onPlayerDied              = () => _playMode = false;
        EventManager.OnEnemyDied  += OnEnemyDied;
        EventManager.OnPlayerDied += _onPlayerDied;
        EventManager.Pause        += Pause;
        EventManager.UnPause      += UnPause;
        _floor.Initialize(OnEnemyLeftArea, OnBonusLeftArea);

        _background.Initialize(_player);
        _stars.Initialize(_player);
        _yellowStars.Initialize(_player);

        SetBounds();
        EventManager.Pause();
    }
    /// <summary>
    /// Initialize all in-game features and begin the game.
    /// </summary>
    private void PlayGame()
    {
        // Hide Press any key to play text.
        pressAnyKey.SetActive(false);

        // Reveal the distance UI element.
        ToggleDistanceUIElements(true);

        // Start the parallax effect.
        parallaxManager.Initialize();

        // Start the spawning of beverages.
        beverageManager.shouldSpawn = true;

        // Make the player run.
        mainCharacter.GetComponent <Animator>().SetBool("isRunning", true);
        mainCharacter.GetComponent <Player>().shouldDetectForMovementKeys = true;

        // Set the player's in-game position
        Vector3 mainCharacterPosition       = mainCharacter.transform.position;
        Vector3 mainCharacterInGamePosition = new Vector3(-7.0f, mainCharacterPosition.y, mainCharacterPosition.z);

        // Smoothly move the player to his in-game position
        float speed = (parallaxManager.scrollSpeed - 1) * Time.deltaTime;

        SmoothlyMoveObjectTo(mainCharacter, mainCharacterInGamePosition, -speed);

        // Smoothly move the policemen to their in-game positions.
        GameObject[] policemen = GameObject.FindGameObjectsWithTag("Policeman");
        foreach (GameObject policeman in policemen)
        {
            Vector3 policemanPosition       = policeman.transform.position;
            Vector3 policemanInGamePosition = new Vector3(Mathf.Floor(policemanPosition.x) - 8.0f, policemanPosition.y, policemanPosition.z);

            SmoothlyMoveObjectTo(policeman, policemanInGamePosition, -speed);
        }
    }